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==Relics== ===Shiny Gubbins=== *'''Burned Git Bones''': Psyker only. Gets +1 when casting Power of the WAAAGH! powers. ''It's not hard to boost up Weirdboyz, this still helps nonetheless.'' ** Note that this doesn't buff Smite, as the Relic specifically only counts for Powers of the WAAAGH!. Statistically the boost isn't worth the risk, unless you run low model count. *'''Da Dead Shiny Shoota''': This Ork-sized Uzi replaces a Kustom Shoota (but not Kombis), granting it AP-1 and tripling its rate of fire up to 18" Assault ''12'' S4 AP-1 D1. **Better than the Gitstopping Bullets against ''everything in the game'' unless the target has [[Imperial_Knight|multiple wounds ''and'' is T8+]], at which point neither weapon will do much for you...and yet at BS5+ the Shiny Shoota's 12 shots kill like 3 guardsmen, not even if you're a Deathskulls sniper or shoot twice with the Bad Moons should you get this over a choppy shiny gubbin. *'''Da Killa Klaw''': Replaces a Power Klaw, granting it 3D (+1 on average), removing the penalty to hit (i.e. +1 to hit relative to the original), and re-rolling failed wounds: Melee Sx2 AP-3 D3 re-rolls failed wounds. **<u>Basically the best relic in the whole Codex</u>. Combines extremely well with a Warboss using the Brutal But Kunnin warlord trait to give you a bruiser that re-rolls to hit and to wound, with 4 damage per swing. Throw on Fists of Gork for <u>RELIABLE 24 damage</u>, invuls allowing. ***Yes, you read that right, 24 damage. A Warboss can one-shot an Imperial Knight with a bit of luck on the rolls, while costing less than 80 points (around 140 if you count the Weirdboy you need for the buff). If you really positively want to go overboard, you can also slap Warpath on him and have him stand next to Ghazghkull for glorious 32 damage from a single model. Then spend 3 CP to do it all over again, and another 2 when the enemy inevitably kills him (because let's face it, it's still a Warboss. 6 Wounds at T5 and a 4+ save isn't exactly the pinnacle of durability). Voila, almost 100 damage from a single model in a single fight phase. Pointless overkill, but the (actually realistic) potential to solo a Warlord Titan is pretty hilarious, not to mention very orkish. ****I did the math on this for fun and if you actually were to be pants-on-head crazy enough to do this, you'd do (statistically) around 55 wounds to a Warlord Titan (including the Goff kultur, because if you take Thraka, obviously his mate is a Goff as well). Not exactly enough to one-shot him, but still a pretty decent outcome. Anything smaller just gets torn to pieces. *'''Headwoppa's Killchoppa''': Replaces a Big Choppa. S+2 AP-2 D2. Each roll of a 6+ ''To Wound'' inflicts 2 mortal wounds instead of the regular 2. **Cheap and useful. Str8 without a hit penalty, useful AP, deletes [[Primaris Space Marines|2W models]]. Mortal wounds spill over, so it's also the best anti-horde weapon a Warboss can take. **Since the buff activates on a 6+ to wound rather than on "unmodified 6s", the only ways to get more mortal wounds come from the Big Killa Boss WT or Snakebite 'Monster Hunters' stratagem. But you shouldn't really use a Big Choppa to fight Dreadnoughts, so there's effectively no way to get more mortal wounds against the desired infantry targets. *'''Gitstopping Bullets''': Upgrade for any Kustom Shoota, Kombi-Skorcha, or Kombi-Rokkit Launcha. The Shoota part of the weapon gets +1S, -1AP, and +1D. ** Strictly ''worse'' than the Da Dead Shiny Shoota against ''everything in the game'' unless the target has [[Imperial_Knight|multiple wounds ''and'' is T8+]], at which point neither weapon will do much for you. But the ones who can take this over a Kustom Shoota don't have enough dakka anyway, even with the Shiny Shoota, so <u>it's the go-to option for the gimmick Big Mek on a Warbike aiming for maximum dakka</u>. Otherwise just buy some choppy gubbin. *'''Supa Cybork Body''': 5+++ FnP. As usual, it doesn't stack with other souces of FnP. ''Half a Painboy's boost that needs no transport space''. ===Kustom Jobs=== Like relics for vehicles, that don't need to be characters. If you take a Mek Workshop, you can grant a vehicle of your choice a Kustom Job, which grants additional bonuses. You can also use a Stratagem to apply one as well. :*Special note on this. You can only use each Kustom Job once, and the same vehicle can't have two kustom jobs. On top of that, you can use the new stratagem as many times as you want, so building a Dread WAAAGH! or Speed WAAAGH! with each one being a little bit flashier is possible, but expensive on CP. *'''Blitza Gatler''': Stompa only. The model's supa-gatler has a damage characteristic of 2. In addition, when rolling for the weapon's psycho-dakka-blasta ability, you can reroll the D6 once per phase. ** Still does not make Stompa anything resembling viable, but if Stompa ever gets proper pricing (500ish points) it will be great. *'''Da Boomer''': Battlewagon, Bonebreaka, Gunwagon model with the kill kannon only. Da Boomer replaces the kill kannon. Range 36" Heavy 2D6 S8 AP-2 D2. **Always put this on a gunwagon if you bring this. Lets you shoot twice, you don't suffer movement penalty, and you could get rerolls or better strength and AP depending on which clan you go with. Better yet, spend points on a MekBoy Workshop, save your CP by taking this as your free upgrade, and then Moar Dakka this for 2 lots of 12 S8 ap-2 d2 shots. Better Better yet, include this as part of a Blitz Brigade for... something ridiculous. *'''Dirty Gubbinz''': Deff Dreads and Killa Kans unit only. When resolving an attack made by a ranged weapon against this unit, add -1 to the hit roll. **Consider giving this to a mob of Dreads and when they split up, they all get the -1 to hit. *'''Forktress''': Battlewagon, Bonebreaka, Gunwagon model only. The model has a save characteristic of 3+ and a 5+ invulnerable save. ** Now we are talking, It compensates for big mek kff not working on vehicles he is in anymore. Only downside is you can take it on only one of them. *'''Gog Klaw''': Gorkanauts or and Morkanauts only. When rolling to determine the damage characteristic of the crush profile of the bearer's Klaw of Gork (or possibly Mork), rolls of less than 4 count as 4. ** Only problem with it is that there are better things to give your 'naut. But if you run multiple... *'''Gork's Roar''': Deffkilla Wartrike model only. Add 4" to the range characteristic of this model's killa jet and change the type characteristic of its burna profile to assault 6. ** Ok but not amazing in comparison to other stuff. *'''Gyroscopic Whirlygig''': Shokkjump Dragsta only. You can use this unit's shokkjump tunnel ability when advancing, even if you did not roll a 4+. In addition, this unit does not suffer a mortal wound as a result of the shokkjump tunnel ability. **Same thing with this one and the dread one. If you take this, take three of the Dragstas and they all get this trait when you split up. Now you have 3 constantly teleporting sniper buggies and then mixed with the new strat, it gives you a good chance to snipe things and get away. Run this with Deff Skulls. *'''Korkscrew''': Megatrakk Scrapjet only. The first time this unit finishes a consolidation movement each fight phase, it can immediately fight again. **Same as above but good for CC. *'''Nitro Powered Squigs''': Rukkatrukk Squigbuggy only. When resolving an attack made by this unit's squig launcher or heavy squig launcher, add 1 to the wound role. *'''Orkymatic Pistons''': Deff Dreads, Killa Kans, Gorkanauts, and Morkanauts only. Add 3" to Movement and re-roll advance rolls. ** Awesome for Deff Dreds or Gorkanaut who want to get into cc fast. Again 3 dreads can get this if you buy them as a unit. *'''Pincha''': Model with grabbin' klaw only. Pincha replaces the grabbin' klaw. +1 Strength AP-3 DD6. Each time the bearer fights, it can make a single attack with this weapon. When resolving an attack made with this weapon, add 3 to the hit roll if the target is a vehicle or monster. *'''Red Rolla''': Bonebreaka model only. Replace the model's Bonebreaka Ram ability with the following: When this model makes a charge move, add 6 to the attacks characteristic until the end of the turn. ** Very good unfortunately you canβt get both forktress and this on one model. *'''Sizzling Rivets''': Kustom Boosta-Blasta only. When resolving an attack made with a rivet kannon by a model in this unit, an unmodified wound roll of 6 inflicts a mortal wound on the target in addition to any other damage. **You're only going to be hitting 2 of your six shots anyway, so you need to keep this thing alive for 3 rounds to get just one mortal wound off. Pass. *'''Slug Gubbin''': Gorkanaut model only. Slug Gubbin replaces the deffstorm mega-shoota and has the following profile: Range 36" Heavy 24 S6 AP-1 D1. When resolving an attack made by this weapon, if the target is within 12" when the bearer is chosen to shoot, add 1 to the hit roll. ** Sparkly bits is superior despite not upgrading the weapon but if you used it on something else go for it. *'''Souped Up Speshul''': Boomdakka Snazzwagon only. Replaces the unit's Mek Speshul and has the following profile: 30" Assault 15 S4 AP-1 D1. *'''Squig Hide Tires''': Speed Freeks (excluding named characters and units with the fly keyword), Battlewagons, Gunwagons, Bonebreakas, and Trukks only. Add 2" to the movement characteristic. ** Put it on Warboss on bike that is evil sunz and get anywhere on the board. Can be used on nob bikers if anybody uses them, kind of wasted on normal bikers or anything else. *'''Sparkly Bitz''': Deff Dreads, Killa Kans, Gorkanauts, and Morkanauts only. Improve the unit's ballistic skill by 1. *This one could of course be put on a Morkanaut for great shooting, but another funny way this could be run is if you take 3 dreads with 4 KMBs on each one. Give them Deff Skulls or Badmoons for rerolls, and thats 12 shots deepstriking down hitting on 4s for less than 300 points. You could even take 3 KMBs and one cheap CC weapon so that you can shoot and then charge something too. Also killa kan weapons hitting on 3+... :). *'''Zaggzzap''': Battlewagon, Bonebreaka, Gunwagon model with the zzap gun only. The Zaggzzap replaces the zzap gun. 36" Heavy 1 S2D6 AP-3 D3. When resolving an attack with this weapon, do not make a hit role, it automatically scores a hit. Before firing this weapon, roll to determine the strength of the shot. If it's 9 or more, do not make a wound roll, inflict 3 mortal wounds to the target and the attack sequence ends.
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